	//#if LINEAR_Z 0
	
	void main()
	{		
		#ifdef LINEAR_Z
			vec4 vertexPosition;	
			vertexPosition = gl_ModelViewProjectionMatrix * gl_Vertex;		
			vertexPosition.z *= vertexPosition.w;
			gl_Position = vertexPosition;		
		#else
			gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;							
		#endif
		
		gl_TexCoord[0] = gl_MultiTexCoord0;
	}